Files
UnrealEngine/Engine/Source/Runtime/RadAudioCodec/Module/Public/RadAudioInfo.h
2025-05-18 13:04:45 +08:00

40 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AudioDecompress.h"
/**
* Decoder thunk to the RAD Audio libraries. Also manages file parsing
* for the cooked data.
*/
class FRadAudioInfo : public IStreamedCompressedInfo
{
public:
RADAUDIODECODER_API FRadAudioInfo();
RADAUDIODECODER_API virtual ~FRadAudioInfo();
//~ Begin IStreamedCompressedInfo Interface
virtual bool ParseHeader(const uint8* InSrcBufferData, uint32 InSrcBufferDataSize, FSoundQualityInfo* QualityInfo) override;
virtual int32 GetFrameSize() override;
virtual uint32 GetMaxFrameSizeSamples() const override;
virtual bool CreateDecoder() override;
virtual void SeekToTime(const float SeekToTimeSeconds) override;
virtual void SeekToFrame(const uint32 SeekTimeFrames) override;
virtual void PrepareToLoop() override;
virtual FDecodeResult Decode(const uint8* CompressedData, const int32 CompressedDataSize, uint8* OutPCMData, const int32 OutputPCMDataSize) override;
virtual bool HasError() const override;
//~ End IStreamedCompressedInfo Interface
protected:
using Super = IStreamedCompressedInfo;
// This is allocated on demand so that streaming sources can avoid allocating the memory.
// These are all int16 but left as uint8 so we can use SampleStride.
TArray<uint8> OutputReservoir;
struct RadAudioDecoder* Decoder = 0;
TArray<uint8> RawMemory;
bool bErrorStateLatch = false;
};